This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passion for games thus reaffirming their identity as gamers on a campus where being a gamer is viewed negatively. In this light, computer-game playing is not just a practice these participants perform, but a culture they live out every day. This is a culture predominantly lived out by men. One of the reasons for this is because most women have been raised to believe to have negative predispositions about digital gaming e.g. that it is childish, addictive and anti-social, but also that computer are meant to be used by men - women use them only when it is absolutely necessary, for example, that it is childish, for academic-related purposes. As a result, not many of them will use computers for any otherreason for fear of being socially criticised. In addition, the gaming culture being dominated by whites is due to the fact that admittance in to this community is still unaffordable for the majority of black students on the Rhodes University campus as a result of their social backgrounds.
Identifer | oai:union.ndltd.org:netd.ac.za/oai:union.ndltd.org:rhodes/vital:3534 |
Date | January 2011 |
Creators | Khunyeli, Ramotsamai Itumeleng |
Publisher | Rhodes University, Faculty of Humanities, Journalism and Media Studies |
Source Sets | South African National ETD Portal |
Language | English |
Detected Language | English |
Type | Thesis, Masters, MA |
Format | 100 leaves, pdf |
Rights | Khunyeli, Ramotsamai Itumeleng |
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